#type vertex
#version 330 core

layout(location = 0) in vec3 a_position;


uniform mat4 viewPreject;
uniform mat4 model;
void main(){
    gl_Position = viewPreject * model * vec4(a_position,1.0);
}

#type fragment
#version 330 core
layout(location = 0) out vec4 color;
uniform vec4 u_color;
void main(){
    color = u_color;
}

